1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  5. Dismiss Notice
  6. The Highway to Hell has been laid open. Come along and participate in the 5th Special Effect Contest.
    Dismiss Notice
  7. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Tinker Paintball v2.16.w3x
Variables
Ping
Red Ping On
Red Ping Off
Red Ping All
Players
Player Loop
Camera Lock
Player Leaves Event
Leaving Player
Unit Death Event
Initialization
Sub Main
Resume Sub Main
Initial Spawn
Misc Setup
Select Configurer
Do Dialog
Catch Dialog Button
Set Constants
Leaderboard
Spawn
Spawn
Camera Fly In
Unit Orders
Randomizer
Request Spawn
Region Test
UnOccupied
Computer
Run Computer Loop
For Each Computer
Flip Action
Replace Nearest Unit
Rotate Skill Mults
Destructibles
Barrel of Explosives
Custom Triggers
Tinker Death Gold
Trader 1
Trader 2
Trader 3
Trader 4
Trader 5
Trader 6
Rain
Thunderstorm
Thunderstorm thunders
Snow
Sun
Wind
Blizzard
Sheep wanderers
Black Sheep Death
Pumpkin Frenzy Mode
Pumpkin Death
Vampire Mode
Vampire drop 1
Vampire drop 2
Only Day Mode
Only Night Mode
Custom Triggers 2
Prepare to Fight
Weapon 1
Weapon 2
Weapon 3
Weapon 4
Weapon 5
Weapon 6
Weapon 7
Weapon 8
Weapon no pick up
Earthquake effect
Earthquake effect off
Armaggedon
Armaggedon pt 1
Armaggedon pt 2
Armaggedon pt 3
Armaggedon pt 4
Credits
Credits quest
End Game
End Game

		
Name Type Is Array Initial Value
AvailableSpawns integer Yes
CameraLock real Yes
Cameras camerasetup Yes
ComputerAction boolean Yes
ComputerActionTime real Yes
ComputerCurrentPlayer player No
ComputerCurrentUnit unit No
ComputerNearestDistance real No
ComputerNearestUnit unit No
ComputerSkillDistance real No
ComputerSkillMult real Yes
ComputerSkillTimeBias real No
Configurer player No
CurrentSpawn integer No
DialogButtonAdvanced button No
DialogButtonExpert button No
DialogButtonNightmare button No
DialogButtonNoob button No
DialogCompSkill dialog No
Entries rect Yes
Leaderboard leaderboard No
Messages string Yes
Occupied boolean No
PlayerIsPlaying boolean Yes
PlayerNames string Yes
PlayerType unitcode Yes
RedPingChx boolean No false
Regions rect Yes
Scores integer Yes
SpawningPlayer player No
Spawns rect Yes
TempBool boolean No
Timer timer No
TotalMessages integer No
TotalPlayerTypes integer No
TotalSpawns integer No
Units unit Yes
UseableSpawnCount integer No
WinningScore integer No
Red Ping On
  Events
    Player - Player 1 (Red) types a chat message containing -ping (stringnoformat) as An exact match
  Conditions
    RedPingChx Equal to False
  Actions
    Set VariableSet RedPingChx = True
Red Ping Off
  Events
    Player - Player 1 (Red) types a chat message containing -ping (stringnoformat) as An exact match
  Conditions
    RedPingChx Equal to True
  Actions
    Set VariableSet RedPingChx = False
Red Ping All
  Events
    Time - Every 2 seconds of game time
  Conditions
    RedPingChx Equal to True
  Actions
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 2 (Blue).))) for 3.00 seconds
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 3 (Teal).))) for 3.00 seconds
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 4 (Purple).))) for 3.00 seconds
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 5 (Yellow).))) for 3.00 seconds
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 6 (Orange).))) for 3.00 seconds
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 7 (Green).))) for 3.00 seconds
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Random unit from (Units owned by Player 8 (Pink).))) for 3.00 seconds
Player Loop
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Run ____Camera_Lock <gen> (ignoring conditions))
Camera Lock
  Events
  Conditions
  Actions
    Set VariableSet CameraLock[(Player number of (Picked player))] = (CameraLock[(Player number of (Picked player))] - 0.10)
    If (CameraLock[(Player number of (Picked player))] Greater than or equal to 0.00) then do (Skip remaining actions) else do (Do nothing)
    Camera - Change camera smoothing factor to 10.00
    Camera - Set (Picked player)'s camera Rotation to (Facing of Units[(Player number of (Picked player))]) over 1.00 seconds
    Camera - Set (Picked player)'s camera Angle of attack to (Angle of attack of gg_cam_Camera_Game) over 0.00 seconds
    Camera - Set (Picked player)'s camera Distance to target to (Distance to target of gg_cam_Camera_Game) over 0.00 seconds
    Camera - Set (Picked player)'s camera Field of view to (Field of view of gg_cam_Camera_Game) over 0.00 seconds
This trigger is my own 'custom' event for when a player leaves the game; the 'Player - Defeat' doesn't seem to work when a player just takes off. If there's an easier way to accomplish this, let me know :)
Player Leaves Event
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Not equal to Is playing).) and do (If (PlayerIsPlaying[(Player number of (Picked player))] Equal to True) then do (Run ____Leaving_Player <gen> (ignoring conditions)) else do (Do nothing))
Leaving Player
  Events
  Conditions
  Actions
    Set VariableSet PlayerIsPlaying[(Player number of (Picked player))] = False
    Leaderboard - Remove (Picked player) from (Last created leaderboard).
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to (Picked player))) and do (Remove (Picked unit) from the game)
    Game - Display to (All players) the text: (PlayerNames[(Player number of (Picked player))] + ( has left the game with a score of + ((|c00FFFF00 + (String(Scores[(Player number of (Picked player))]))) + |r!)))
Unit Death Event
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
  Conditions
  Actions
    Set VariableSet Scores[(Player number of (Owner of (Killing unit)))] = (Scores[(Player number of (Owner of (Killing unit)))] + 1)
    Leaderboard - Change the value for (Owner of (Killing unit)) in Leaderboard to Scores[(Player number of (Owner of (Killing unit)))]
    Leaderboard - Sort Leaderboard by Value in Descending order
    Game - Display to (All players) for 3.00 seconds the text: ((PlayerNames[(Player number of (Owner of (Dying unit)))] + Messages[(Random integer number between 1 and TotalMessages)]) + (PlayerNames[(Player number of (Owner of (Killing unit)))] + !))
    Cinematic - Ping minimap for (All players) at (Position of (Dying unit)) for 2.00 seconds
    Wait 3.00 seconds
    Set VariableSet SpawningPlayer = (Owner of (Dying unit))
    Trigger - Run Spawn <gen> (checking conditions)
    Wait 7.00 seconds
    Unit - Remove (Dying unit) from the game
This is the main initialization trigger. It runs all other initialization triggers and performs the camera fly-in for each player.
Sub Main
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Set_Constants <gen> (ignoring conditions)
    Trigger - Run Misc_Setup <gen> (ignoring conditions)
Resume Sub Main
  Events
  Conditions
  Actions
    Visibility - Disable black mask
    Visibility - Enable fog of war
    Cinematic - Disable boundary tinting for (All players)
    Trigger - Run Leaderboard <gen> (ignoring conditions)
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Run ____Initial_Spawn <gen> (ignoring conditions))
This is the initial spawn routine.
Initial Spawn
  Events
  Conditions
  Actions
    Set VariableSet SpawningPlayer = (Picked player)
    Trigger - Run Spawn <gen> (ignoring conditions)
This sets up miscellaneous game settings.
Misc Setup
  Events
  Conditions
  Actions
    Player - Hide Player 12 (Brown) in the post-game score screen
    Game - Defeat Player 12 (Brown) with the message: Defeat!
    Game - Display to (All players) the text:
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Set VariableSet PlayerIsPlaying[(Player number of (Picked player))] = True)
    Player Group - Pick every player in (All players) and do (For each (Integer A) from 1 to 12, do (For (Picked player), turn Alliance (non-aggression) On toward (Player((Integer A)))))
    Game - Display to (All players) the text: Welcome to Tinker Paintball|c0000FF00IMPORTANT|r: You have to choose a weapon at first. Then click attack (hotkey '|c00FFFF00a|r') and left click the opponent to shoot! Your player will NOT fire automatically or with attack-move, and right-clicking will NOT work either.Good Luck! -Hawk07 (Hawk07@pathfinder.gr)
    Set VariableSet TempBool = False
    Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User).) and do (Run ____Select_Configurer <gen> (ignoring conditions))
    Set VariableSet TempBool = False
    Player Group - Pick every player in (All players matching ((((Matching player) controller) Equal to Computer) and (((Matching player) slot status) Equal to Is playing)).) and do (Set VariableSet TempBool = True)
    If (TempBool Equal to True) then do (Run ____Do_Dialog <gen> (ignoring conditions)) else do (Run Resume_Sub_Main <gen> (ignoring conditions))
Select Configurer
  Events
  Conditions
  Actions
    If (TempBool Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet TempBool = True
    Set VariableSet Configurer = (Picked player)
Do Dialog
  Events
  Conditions
  Actions
    Wait 0.10 seconds
    Dialog - Change the title of DialogCompSkill to Select Computer Skill Level:
    Dialog - Create a dialog button for DialogCompSkill labelled |c00FFFF00Newbie|r
    Set VariableSet DialogButtonNoob = (Last created dialog Button)
    Dialog - Create a dialog button for DialogCompSkill labelled |c00FFFF00Advanced|r
    Set VariableSet DialogButtonAdvanced = (Last created dialog Button)
    Dialog - Create a dialog button for DialogCompSkill labelled |c00FFFF00Expert|r
    Set VariableSet DialogButtonExpert = (Last created dialog Button)
    Dialog - Create a dialog button for DialogCompSkill labelled |c00FF0000Nightmare|r
    Set VariableSet DialogButtonNightmare = (Last created dialog Button)
    Dialog - Show DialogCompSkill for Configurer
Catch Dialog Button
  Events
    Dialog - A dialog button is clicked for DialogCompSkill
  Conditions
  Actions
    If ((Clicked dialog button) Equal to DialogButtonNoob) then do (Set VariableSet ComputerSkillDistance = 180.00) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonNoob) then do (Set VariableSet ComputerSkillTimeBias = 2.00) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonNoob) then do (Display to (All players) the text: Computer Skill Level set to |c00FFFF00Newbie|r! ) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonAdvanced) then do (Set VariableSet ComputerSkillDistance = 300.00) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonAdvanced) then do (Set VariableSet ComputerSkillTimeBias = 1.00) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonAdvanced) then do (Display to (All players) the text: Computer Skill Level set to |c00FFFF00Advanced|r! ) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonExpert) then do (Set VariableSet ComputerSkillDistance = 360.00) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonExpert) then do (Set VariableSet ComputerSkillTimeBias = 0.67) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonExpert) then do (Display to (All players) the text: Computer Skill Level set to |c00FFFF00Expert|r! ) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonNightmare) then do (Set VariableSet ComputerSkillDistance = 1000000.00) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonNightmare) then do (Set VariableSet ComputerSkillTimeBias = 0.01) else do (Do nothing)
    If ((Clicked dialog button) Equal to DialogButtonNightmare) then do (Display to (All players) the text: Computer Skill Level set to |c00FF0000Nightmare|r! |c00FF0000WARNING|r: This skill level isn't even remotely fair! ) else do (Do nothing)
    Trigger - Run Resume_Sub_Main <gen> (ignoring conditions)
This is the only sub besides the Players triggers that references the cameras and locations manually. It associates all the variables with the appropriate objects so that the other subs can do everything automatically.
Set Constants
  Events
  Conditions
  Actions
    Set VariableSet PlayerType[1] = Tinker (Normal1)
    Set VariableSet PlayerType[2] = Tinker (Normal1)
    Set VariableSet PlayerType[3] = Tinker (Normal1)
    Set VariableSet PlayerType[4] = Tinker (Normal1)
    Set VariableSet PlayerType[5] = Tinker (Normal1)
    Set VariableSet PlayerType[6] = Tinker (Normal1)
    Set VariableSet PlayerType[7] = Tinker (Normal1)
    Set VariableSet TotalPlayerTypes = 7
    Set VariableSet Cameras[1] = gg_cam_Camera_1
    Set VariableSet Spawns[1] = Spawn_1 <gen>
    Set VariableSet Regions[1] = Region_1 <gen>
    Set VariableSet Entries[1] = Entry_1 <gen>
    Set VariableSet Cameras[2] = gg_cam_Camera_2
    Set VariableSet Spawns[2] = Spawn_2 <gen>
    Set VariableSet Regions[2] = Region_2 <gen>
    Set VariableSet Entries[2] = Entry_2 <gen>
    Set VariableSet Cameras[3] = gg_cam_Camera_3
    Set VariableSet Spawns[3] = Spawn_3 <gen>
    Set VariableSet Regions[3] = Region_3 <gen>
    Set VariableSet Entries[3] = Entry_3 <gen>
    Set VariableSet Cameras[4] = gg_cam_Camera_4
    Set VariableSet Spawns[4] = Spawn_4 <gen>
    Set VariableSet Regions[4] = Region_4 <gen>
    Set VariableSet Entries[4] = Entry_4 <gen>
    Set VariableSet Cameras[5] = gg_cam_Camera_5
    Set VariableSet Spawns[5] = Spawn_5 <gen>
    Set VariableSet Regions[5] = Region_5 <gen>
    Set VariableSet Entries[5] = Entry_5 <gen>
    Set VariableSet Cameras[6] = gg_cam_Camera_6
    Set VariableSet Spawns[6] = Spawn_6 <gen>
    Set VariableSet Regions[6] = Region_6 <gen>
    Set VariableSet Entries[6] = Entry_6 <gen>
    Set VariableSet Cameras[7] = gg_cam_Camera_7
    Set VariableSet Spawns[7] = Spawn_7 <gen>
    Set VariableSet Regions[7] = Region_7 <gen>
    Set VariableSet Entries[7] = Entry_7 <gen>
    Set VariableSet Cameras[8] = gg_cam_Camera_8
    Set VariableSet Spawns[8] = Spawn_8 <gen>
    Set VariableSet Regions[8] = Region_8 <gen>
    Set VariableSet Entries[8] = Entry_8 <gen>
    Set VariableSet Messages[1] = was killed by
    Set VariableSet Messages[2] = was shot by
    Set VariableSet Messages[3] = was painted by
    Set VariableSet Messages[4] = got nailed by
    Set VariableSet Messages[5] = lost his head to
    Set VariableSet Messages[6] = got his face shot off by
    Set VariableSet Messages[7] = died at the hands of
    Set VariableSet Messages[8] = invaded the territory of
    Set VariableSet Messages[9] = learned a valuable lesson from
    Set VariableSet Messages[10] = rests in pieces near
    Set VariableSet Messages[11] = almost dodged the paint from
    Set VariableSet Messages[12] = ate a paintball from
    Set VariableSet Messages[13] = got owned by
    Set VariableSet Messages[14] = was humiliated by
    Set VariableSet Messages[15] = kicked the bucket near
    Set VariableSet Messages[16] = fell out of the tree near
    Set VariableSet Messages[17] = was embarrased by
    Set VariableSet Messages[18] = was ridiculed by
    Set VariableSet Messages[19] = got railed by
    Set VariableSet Messages[20] = got hammered by
    Set VariableSet Messages[21] = got slaughtered by
    Set VariableSet Messages[22] = got toasted by
    Set VariableSet Messages[23] = got blasted by
    Set VariableSet Messages[24] = got wrecked by
    Set VariableSet Messages[25] = got roasted by
    Set VariableSet Messages[26] = was shot out of the tree by
    Set VariableSet Messages[27] = got mutilated by
    Set VariableSet Messages[28] = was destroyed by
    Set VariableSet Messages[29] = is showing his insides to
    Set VariableSet TotalMessages = 29
    Set VariableSet PlayerNames[1] = (|c00FF0000 + ((Name of Player 1 (Red)) + |r))
    Set VariableSet PlayerNames[2] = (|c000000FF + ((Name of Player 2 (Blue)) + |r))
    Set VariableSet PlayerNames[3] = (|c0000FFBF + ((Name of Player 3 (Teal)) + |r))
    Set VariableSet PlayerNames[4] = (|c003F007F + ((Name of Player 4 (Purple)) + |r))
    Set VariableSet PlayerNames[5] = (|c00FFFF00 + ((Name of Player 5 (Yellow)) + |r))
    Set VariableSet PlayerNames[6] = (|c00FF7F00 + ((Name of Player 6 (Orange)) + |r))
    Set VariableSet PlayerNames[7] = (|c0000FF00 + ((Name of Player 7 (Green)) + |r))
    Set VariableSet PlayerNames[8] = (|c00FF3FFF + ((Name of Player 8 (Pink)) + |r))
    Set VariableSet TotalSpawns = 8
    Set VariableSet RedPingChx = False
This creates the Leaderboard and the countdown timer.
Leaderboard
  Events
  Conditions
  Actions
    Wait 0.10 seconds
    Leaderboard - Create a leaderboard for (All players) titled Kill Count
    Set VariableSet Leaderboard = (Last created leaderboard)
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Add (Picked player) to Leaderboard with label (Name of (Picked player)) and value 0)
    Leaderboard - Show Leaderboard
    Countdown Timer - Create a timer window for Timer with title Time Left
    Countdown Timer - Start Timer as a One-shot timer that will expire in 1200.00 seconds
Spawn
  Events
  Conditions
  Actions
    If ((SpawningPlayer slot status) Not equal to Is playing) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Request_Spawn <gen> (ignoring conditions)
    If (CurrentSpawn Equal to 0) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.PlayerType[(Random integer number between 1 and TotalPlayerTypes)] for SpawningPlayer at (Center of Spawns[CurrentSpawn]) facing 0.00 degrees
    Trigger - Run ____Camera_Fly_In <gen> (checking conditions)
Camera Fly In
  Events
  Conditions
  Actions
    Set VariableSet CameraLock[(Player number of SpawningPlayer)] = 1.80
    Camera - .Apply. Cameras[CurrentSpawn] for SpawningPlayer over 0 seconds
    Unit Group - Pick every unit in (Units in Regions[CurrentSpawn] matching (((Matching unit) is alive) Equal to True)) and do (Run ________Unit_Orders <gen> (ignoring conditions))
    Camera - Reset camera for SpawningPlayer to standard game-view over 1.80 seconds
    Camera - Set SpawningPlayer's camera Rotation to (Facing of Units[(Player number of SpawningPlayer)]) over 1.80 seconds
    Camera - Set SpawningPlayer's camera Angle of attack to (Angle of attack of gg_cam_Camera_Game) over 1.80 seconds
    Camera - Set SpawningPlayer's camera Distance to target to (Distance to target of gg_cam_Camera_Game) over 1.80 seconds
    Camera - Set SpawningPlayer's camera Field of view to (Field of view of gg_cam_Camera_Game) over 1.80 seconds
    Camera - Lock camera target for SpawningPlayer to Units[(Player number of SpawningPlayer)], offset by (0, 0) using Default rotation
This trigger is now useless; it could be removed and the contents could be moved to Camera Fly In, but I'm too lazy.
Unit Orders
  Events
  Conditions
  Actions
    Unit - Make (Picked unit) face (Center of Entries[CurrentSpawn]) over 0.00 seconds
    Unit - Order (Picked unit) to Move To.(Center of Entries[CurrentSpawn])
    Set VariableSet Units[(Player number of SpawningPlayer)] = (Picked unit)
Request Spawn
  Events
  Conditions
  Actions
    Set VariableSet UseableSpawnCount = 0
    For each (Integer A) from 1 to TotalSpawns, do (Run ____Region_Test <gen> (ignoring conditions))
    If (UseableSpawnCount Greater than 0) then do (Set VariableSet CurrentSpawn = AvailableSpawns[(Random integer number between 1 and UseableSpawnCount)]) else do (Set VariableSet CurrentSpawn = 0)
    If (CurrentSpawn Greater than 0) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Player (Blue Smoke) for SpawningPlayer at (Center of (Playable map area)) facing 0.00 degrees
    Camera - Lock camera target for SpawningPlayer to (Last created unit), offset by (0, 0) using Default rotation
    Game - Display to (All players) the text: ( (Internal Error; No free spawn locations for + (PlayerNames[(Player number of SpawningPlayer)] + !)))
Region Test
  Events
  Conditions
  Actions
    Set VariableSet Occupied = False
    Unit Group - Pick every unit in (Units in Regions[(Integer A)] matching (((Matching unit) is alive) Equal to True)) and do (Set VariableSet Occupied = True)
    If (Occupied Equal to False) then do (Run ________UnOccupied <gen> (checking conditions)) else do (Do nothing)
UnOccupied
  Events
  Conditions
  Actions
    Set VariableSet UseableSpawnCount = (UseableSpawnCount + 1)
    Set VariableSet AvailableSpawns[UseableSpawnCount] = (Integer A)
This function is the AI script for computers to play the map. If you would like to play with computers, simply change the slot to Computer in the game screen (multiplayer only). The rest is automatic! Be warned however; computer players can be extremely skilled!
Run Computer Loop
  Events
    Time - Every 0.25 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to Computer)).) and do (Run ____For_Each_Computer <gen> (ignoring conditions))
This finds the picked player's unit, then find the nearest unit to that unit, then orders the player to either move to or attack that unit or stay put based on it's distance and the computer's skill level and multiplier and current action.

The ComputerCurrentPlayer variable is used because there seems to be a bug in Warcraft III with using another trigger's 'Picked Player' in a Matching Unit loop containing the AND condition. Try it if you don't believe me; replace the use of 'ComputerCurrentPlayer' with 'Picked Player' and watch it crash (save the file under a different name if you do this!).
For Each Computer
  Events
  Conditions
  Actions
    Set VariableSet ComputerNearestDistance = 100000.00
    Set VariableSet ComputerCurrentUnit = No unit
    Set VariableSet ComputerNearestUnit = No unit
    Set VariableSet ComputerCurrentPlayer = (Picked player)
    Set VariableSet ComputerActionTime[(Player number of ComputerCurrentPlayer)] = (ComputerActionTime[(Player number of ComputerCurrentPlayer)] - 0.25)
    If (ComputerActionTime[(Player number of ComputerCurrentPlayer)] Less than or equal to 0.00) then do (Run ________Flip_Action <gen> (ignoring conditions)) else do (Do nothing)
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to ComputerCurrentPlayer) and (((Matching unit) is alive) Equal to True))) and do (Set VariableSet ComputerCurrentUnit = (Picked unit))
    If (ComputerCurrentUnit Equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to ComputerCurrentUnit))) and do (If ((Distance between (Position of (Picked unit)) and (Position of ComputerCurrentUnit)) Less than ComputerNearestDistance) then do (Run ________Replace_Nearest_Unit <gen> (ignoring conditions)) else do (Do nothing))
    If ((ComputerNearestDistance Greater than or equal to 600.00) and (ComputerAction[(Player number of ComputerCurrentPlayer)] Equal to True)) then do (Order ComputerCurrentUnit to Stop.) else do (If (ComputerNearestDistance Less than (ComputerSkillDistance x ComputerSkillMult[(Player number of ComputerCurrentPlayer)])) then do (Order ComputerCurrentUnit to Attack.ComputerNearestUnit) else do (Order ComputerCurrentUnit to Move To.(Position of ComputerNearestUnit)))
Changes the computer's current movement mode.

For ComputerAction:
True - Defensive Mode (stopped unless enemy is within 600 units)
False - Aggressive Mode (on the move!)
Flip Action
  Events
  Conditions
  Actions
    If (ComputerAction[(Player number of ComputerCurrentPlayer)] Equal to True) then do (Set VariableSet ComputerAction[(Player number of ComputerCurrentPlayer)] = False) else do (Set VariableSet ComputerAction[(Player number of ComputerCurrentPlayer)] = True)
    If (ComputerAction[(Player number of ComputerCurrentPlayer)] Equal to True) then do (Set VariableSet ComputerActionTime[(Player number of ComputerCurrentPlayer)] = ((6.00 x (Random real number between 0.75 and 1.25)) x ComputerSkillTimeBias)) else do (Set VariableSet ComputerActionTime[(Player number of ComputerCurrentPlayer)] = ((6.00 x (Random real number between 0.75 and 1.25)) x (1.00 / ComputerSkillTimeBias)))
Replace Nearest Unit
  Events
  Conditions
  Actions
    Set VariableSet ComputerNearestUnit = (Picked unit)
    Set VariableSet ComputerNearestDistance = (Distance between (Position of ComputerCurrentUnit) and (Position of (Picked unit)))
This varies the skill level of the opponents every 10 seconds to balance them out; otherwise the first computer player out of the two always wins a shootout on Newbie and Expert skill levels.
Rotate Skill Mults
  Events
    Time - Elapsed game time is 0.00 seconds
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to Computer).) and do (Set VariableSet ComputerSkillMult[(Player number of (Picked player))] = (Random real number between 0.90 and 1.10))
Barrel of Explosives
  Events
    Destructible - A destructible within (Playable map area) dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Wait 30.00 seconds
    Destructible - Create a LTex (destructablecode) at (Position of (Dying destructible)) facing (Random angle) with scale 1 and variation 0
Tinker Death Gold
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Dying unit)) Equal to Tinker (Normal1)
        (Unit-type of (Dying unit)) Equal to Tinker (Normal2)
        (Unit-type of (Dying unit)) Equal to Tinker (Normal3)
        (Unit-type of (Dying unit)) Equal to Tinker (Normal4)
        (Unit-type of (Dying unit)) Equal to Tinker (Normal5)
        (Unit-type of (Dying unit)) Equal to Tinker (Normal6)
        (Unit-type of (Dying unit)) Equal to Tinker (Normal7)
  Actions
    Player - Add 1 to (Owner of (Killing unit)).Current gold
Trader 1
  Events
    Map initialization
  Conditions
  Actions
    Unit - Order Paintball's Wandering Goblin Trader 0010 <gen> to Move To.(Center of t1 <gen>)
Trader 2
  Events
    Unit - A unit enters t1 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Paintball's Wandering Goblin Trader
  Actions
    Wait 10.00 seconds
    Unit - Order Paintball's Wandering Goblin Trader 0010 <gen> to Move To.(Center of t2 <gen>)
Trader 3
  Events
    Unit - A unit enters t2 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Paintball's Wandering Goblin Trader
  Actions
    Wait 10.00 seconds
    Unit - Order Paintball's Wandering Goblin Trader 0010 <gen> to Move To.(Center of t3 <gen>)
Trader 4
  Events
    Unit - A unit enters t3 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Paintball's Wandering Goblin Trader
  Actions
    Wait 10.00 seconds
    Unit - Order Paintball's Wandering Goblin Trader 0010 <gen> to Move To.(Center of t4 <gen>)
Trader 5
  Events
    Unit - A unit enters t4 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Paintball's Wandering Goblin Trader
  Actions
    Wait 10.00 seconds
    Unit - Order Paintball's Wandering Goblin Trader 0010 <gen> to Move To.(Center of t5 <gen>)
Trader 6
  Events
    Unit - A unit enters t5 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to Paintball's Wandering Goblin Trader
  Actions
    Wait 10.00 seconds
    Unit - Order Paintball's Wandering Goblin Trader 0010 <gen> to Move To.(Center of t1 <gen>)
Rain
  Events
    Player - Player 1 (Red) types a chat message containing -weather rain (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off Thunderstorm_thunders <gen>
    Environment - Remove (Last created weather effect)
    Environment - Create at (Entire map) the weather effect Lordaeron Rain (Heavy)
    Environment - Turn (Last created weather effect) On
    Quest - Display to (All players) the Hint message: ((Name of Player 1 (Red)) + has activated Rain!)
Thunderstorm
  Events
    Player - Player 1 (Red) types a chat message containing -weather thunderstorm (stringnoformat) as An exact match
  Conditions
  Actions
    Environment - Remove (Last created weather effect)
    Environment - Create at (Entire map) the weather effect Lordaeron Rain (Heavy)
    Environment - Turn (Last created weather effect) On
    Quest - Display to (All players) the Hint message: ((Name of Player 1 (Red)) + has activated Thunderstorm!)
    Trigger - Turn on Thunderstorm_thunders <gen>
Thunderstorm thunders
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Special Effect - Create a special effect at (Random point in (Playable map area)) using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
Snow
  Events
    Player - Player 1 (Red) types a chat message containing -weather snow (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off Thunderstorm_thunders <gen>
    Environment - Remove (Last created weather effect)
    Environment - Create at (Entire map) the weather effect Northrend Snow (Heavy)
    Environment - Turn (Last created weather effect) On
    Quest - Display to (All players) the Hint message: ((Name of Player 1 (Red)) + has activated Snow!)
Sun
  Events
    Player - Player 1 (Red) types a chat message containing -weather sun (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off Thunderstorm_thunders <gen>
    Environment - Remove (Last created weather effect)
    Environment - Create at (Entire map) the weather effect Rays Of Light
    Environment - Turn (Last created weather effect) On
    Quest - Display to (All players) the Hint message: ((Name of Player 1 (Red)) + has activated Sun!)
Wind
  Events
    Player - Player 1 (Red) types a chat message containing -weather wind (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off Thunderstorm_thunders <gen>
    Environment - Remove (Last created weather effect)
    Environment - Create at (Entire map) the weather effect Outland Wind (Heavy)
    Environment - Turn (Last created weather effect) On
    Quest - Display to (All players) the Hint message: ((Name of Player 1 (Red)) + has activated Wind!)
Blizzard
  Events
    Player - Player 1 (Red) types a chat message containing -weather blizzard (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off Thunderstorm_thunders <gen>
    Environment - Remove (Last created weather effect)
    Environment - Create at (Entire map) the weather effect Northrend Blizzard
    Environment - Turn (Last created weather effect) On
    Quest - Display to (All players) the Hint message: ((Name of Player 1 (Red)) + has activated Blizzard!)
Sheep wanderers
  Events
    Player - Player 1 (Red) types a chat message containing -sheep (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: Sheep Mode: The ancient sheep have come to the Paintball World. May they bring you troubles!
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Black Sheep for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Wait 1.00 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn off Pumpkin_Frenzy_Mode <gen>
    Trigger - Turn off Vampire_Mode <gen>
    Trigger - Turn off Armaggedon_pt_1 <gen>
Black Sheep Death
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Black Sheep
  Actions
    Quest - Display to (All players) the Hint message: (The Black Sheep has been killed. Its long lost artifact belongs to + ((Name of (Owner of (Killing unit))) + .))
    Item - Create Artifact of the Black Sheep at (Position of (Dying unit))
Pumpkin Frenzy Mode
  Events
    Player - Player 1 (Red) types a chat message containing -pumpkin (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: Pumpkin Mode: 20 crazy pumpkins have been summoned through the Paintball Portal! If you shoot them, they'll freeze in their position and they may drop you some gold coins. The gold you may gain from them can be used to buy a Pumpkin Helmet from the Pumpkin Lord (costs 6 gold).
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Crazy Pumpkin for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Pumpkin Lord for Neutral Passive at (Center of (Playable map area)) facing Default building facing degrees
    Wait 1.00 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn off Sheep_wanderers <gen>
    Trigger - Turn off Vampire_Mode <gen>
    Trigger - Turn off Armaggedon_pt_1 <gen>
Pumpkin Death
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Crazy Pumpkin
  Actions
    Item - Create Gold Coins at (Position of (Dying unit))
Vampire Mode
  Events
    Player - Player 1 (Red) types a chat message containing -vampire (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: Vampire Mode (day-night, weather modes disabled): The Paintball Portal has brought you the Paintball Vampires. These creatures will fly and scout round the world. Some Vampires will grant you special Vampiric Items!
    Game - Set the time of day to 24.00
    Game - Set time of day speed to 0.00% of the default speed
    Environment - Turn (Last created weather effect) Off
    Environment - Create at (Entire map) the weather effect Rays Of Moonlight
    Environment - Turn (Last created weather effect) On
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire (drop 1) for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire (drop 2) for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Unit - Create 1.Vampire for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
    Wait 1.00 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn off Pumpkin_Frenzy_Mode <gen>
    Trigger - Turn off Sheep_wanderers <gen>
    Trigger - Turn off Only_Day_Mode <gen>
    Trigger - Turn off Only_Night_Mode <gen>
    Trigger - Turn off Blizzard <gen>
    Trigger - Turn off Rain <gen>
    Trigger - Turn off Snow <gen>
    Trigger - Turn off Thunderstorm <gen>
    Trigger - Turn off Thunderstorm_thunders <gen>
    Trigger - Turn off Wind <gen>
    Trigger - Turn off Sun <gen>
    Trigger - Turn off Armaggedon_pt_1 <gen>
Vampire drop 1
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Vampire (drop 1)
  Actions
    Item - Create Vampiric Artifact at (Position of (Dying unit))
Vampire drop 2
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Vampire (drop 2)
  Actions
    Item - Create Potion of Goblin Invulnerability at (Position of (Dying unit))
Only Day Mode
  Events
    Player - Player 1 (Red) types a chat message containing -onlyday (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: Day Only Mode: The time of day will be 12.00 and won't change!
    Game - Set the time of day to 12
    Game - Set time of day speed to 0.00% of the default speed
    Trigger - Turn off (This trigger)
    Trigger - Turn off Only_Night_Mode <gen>
Only Night Mode
  Events
    Player - Player 1 (Red) types a chat message containing -onlynight (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: Night Only Mode: The time of day will be 00.00 and won't change!
    Game - Set the time of day to 24.00
    Game - Set time of day speed to 0.00% of the default speed
    Trigger - Turn off (This trigger)
    Trigger - Turn off Only_Day_Mode <gen>
Prepare to Fight
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Sound - Play PrepareToFight <gen>
Weapon 1
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to test weapo1 (Autocast)
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create AK-47 at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 2
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to tst allo
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Assault Rifle at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 3
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to w3
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Heavy Support Rifle at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 4
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to w4
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Machine Gun at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 5
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to w5
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Semi Machinegun at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 6
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to w6
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Shotgun at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 7
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to w7
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Super Shotgun at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon 8
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to W8
  Actions
    Unit - Remove All buffs from (Casting unit)
    Item - Remove (Item carried by (Casting unit) of type AK-47)
    Item - Remove (Item carried by (Casting unit) of type Assault Rifle)
    Item - Remove (Item carried by (Casting unit) of type Heavy Support Rifle)
    Item - Remove (Item carried by (Casting unit) of type Machine Gun)
    Item - Remove (Item carried by (Casting unit) of type Semi Machinegun)
    Item - Remove (Item carried by (Casting unit) of type Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Super Shotgun)
    Item - Remove (Item carried by (Casting unit) of type Pistol)
    Item - Create Pistol at (Position of (Casting unit))
    Hero - Give (Last created item) to (Casting unit)
Weapon no pick up
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Item - Pick every item in (Playable map area) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Item-type of (Picked item)) Equal to AK-47
                (Item-type of (Picked item)) Equal to Assault Rifle
                (Item-type of (Picked item)) Equal to Heavy Support Rifle
                (Item-type of (Picked item)) Equal to Machine Gun
                (Item-type of (Picked item)) Equal to Semi Machinegun
                (Item-type of (Picked item)) Equal to Shotgun
                (Item-type of (Picked item)) Equal to Super Shotgun
          Then - Actions
            Item - Remove (Picked item)
          Else - Actions
            Do nothing
Earthquake effect
  Events
    Player - Player 1 (Red) types a chat message containing -earthquakeon (stringnoformat) as An exact match
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Shake the camera for Player 1 (Red) with magnitude (Random real number between 5.00 and 50.00)
    Quest - Display to (All players) the Hint message: An earthquake has started!
Earthquake effect off
  Events
    Player - Player 1 (Red) types a chat message containing -earthquakeoff (stringnoformat) as An exact match
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player).
    Quest - Display to (All players) the Hint message: The earthquake has stopped!
Armaggedon pt 1
  Events
    Player - Player 1 (Red) types a chat message containing -armaggedon (stringnoformat) as An exact match
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: Armaggedon Mode: All players have special flamethrower missiles and weapons and meteors are falling all round the place! Be careful!
    Trigger - Turn on Armaggedon_pt_2 <gen>
    Trigger - Turn on Armaggedon_pt_4 <gen>
    Wait 1.00 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn off Pumpkin_Frenzy_Mode <gen>
    Trigger - Turn off Vampire_Mode <gen>
    Trigger - Turn off Sheep_wanderers <gen>
Armaggedon pt 2
  Events
    Time - Every 0.40 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Meteor for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Armaggedon pt 3
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Meteor
  Actions
    Unit - Add a 2.00 second Generic expiration timer to (Triggering unit)
Armaggedon pt 4
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        Unit - Add Flamethrower to (Picked unit)
Credits quest
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Credits with the description -Made by: Vuen-Edited by: Godof-Ice-Modified By: YourGod/TTTT9ers-Current Version by: Hawk07 --/-- Special Thanks to: --\--N00byStance for the shield models, using icon path ReplaceableTextures\CommandButtons\BTNJanggo.blp
    Quest - Create a Required quest titled Instructions with the description Select your Tinker and move around. Press "A" and target another Tinker to kill them instantly. Items are bought through the Zeppelin Trader. Modes, weather etc. are selected by the first player (most times HOST)!!!, using icon path ReplaceableTextures\CommandButtons\BTNMagicalSentry.blp
    Quest - Create a Optional quest titled Weapons with the description Choose a weapon and fight to win!Weapons available:PistolAK-47Assault RifleHeavy Support RifleMachine GunSemi MachinegunShotgunSuper ShotgunMore weapons coming soon!, using icon path DISBTNINV_Weapon_Rifle_01.blp
    Quest - Create a Optional quest titled Modes with the description Player 1(Host) can use weather and mode commands!Weather Commands: -weather wind, -weather snow, -weather rain, -weather sun, -weather thunderstorm, -weather blizzard.Time Mode Commands (stack with special mode commands): -onlyday, -onlynightEnvironment Effects: -earthquakeon, -earthquakeoffSpecial Mode Commands: -sheep, -pumpkin, -vampire (*)-armaggedon*Vampire Mode does not stack with weather effects, other special modes and day/night modes!, using icon path ReplaceableTextures\CommandButtons\BTNBlizzard.blp
End Game
  Events
    Time - Timer expires
  Conditions
  Actions
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (If (Scores[(Player number of (Picked player))] Greater than WinningScore) then do (Set VariableSet WinningScore = Scores[(Player number of (Picked player))]) else do (Do nothing))
    Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (If (Scores[(Player number of (Picked player))] Greater than or equal to WinningScore) then do (Victory (Picked player) (Show dialogs, Show scores)) else do (Defeat (Picked player) with the message: You have lost!))
    Trigger - Turn off Player_Leaves_Event <gen>
    Game - Display to (All players) the text: